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https://github.com/Aurorastation/Aurora.3.git
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The Tau Ceti Foreign Legion (#5779)
This pr adds the Tau Ceti Foreign Legion, at the request of the lore team, to replace/be an alternative to the ert.
This commit is contained in:
@@ -420,4 +420,18 @@
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mag_type = MAGAZINE
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caliber = "a762"
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ammo_type = /obj/item/ammo_casing/a762
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max_ammo = 1000
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max_ammo = 1000
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/obj/item/ammo_magazine/gauss
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name = "tungsten slug box"
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icon_state = "slugbox"
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mag_type = MAGAZINE
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caliber = "gauss"
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ammo_type = /obj/item/ammo_casing/gauss
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max_ammo = 7
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multiple_sprites = 1
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/obj/item/ammo_magazine/gauss/emp
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name = "ion slug box"
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icon_state = "empslugbox"
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ammo_type = /obj/item/ammo_casing/gauss/emp
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@@ -260,4 +260,17 @@
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desc = "Some vintage shell casing. It looks old, and you can't understand the writing stamped on it."
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caliber = "vintage"
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icon_state = "lcasing"
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spent_icon = "lcasing-spent"
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spent_icon = "lcasing-spent"
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/obj/item/ammo_casing/gauss
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name = "tungsten slug"
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desc = "A heavy tungsten gauss slug."
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caliber = "gaus"
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icon_state = "tungstenslug"
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projectile_type = /obj/item/projectile/bullet/gauss
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/obj/item/ammo_casing/gauss/emp
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name = "ion slug"
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desc = "A heavy ion gauss slug."
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icon_state = "empslug"
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projectile_type = /obj/item/projectile/ion/gauss
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@@ -0,0 +1,77 @@
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/obj/item/weapon/gun/energy/blaster
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name = "blaster pistol"
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desc = "A tiny energy pistol converted to fire off energy bolts rather than lasers beams. It's covered in the colors of the Tau Ceti Foreign Legion."
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icon_state = "blaster_pistol"
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item_state = "blaster_pistol"
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fire_sound = 'sound/weapons/Laser.ogg'
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slot_flags = SLOT_BELT
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w_class = 3
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force = 5
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origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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projectile_type = /obj/item/projectile/energy/blaster
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max_shots = 6
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burst_delay = 2
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sel_mode = 1
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firemodes = list(
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list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null),
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list(mode_name="2-round bursts", burst=2, fire_delay=null, move_delay=2, burst_accuracy=list(1,0,0), dispersion=list(0, 10, 15))
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)
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/obj/item/weapon/gun/energy/blaster/carbine
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name = "blaster carbine"
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desc = "A short-barreled blaster carbine meant for easy handling and comfort when in combat. It's covered in the colors of the Tau Ceti Foreign Legion."
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icon_state = "blaster_carbine"
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item_state = "blaster_carbine"
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max_shots = 12
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origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
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projectile_type = /obj/item/projectile/energy/blaster
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/obj/item/weapon/gun/energy/blaster/rifle
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name = "bolt slinger"
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desc = "A blaster rifle which seems to work by accelerating particles and flinging them out in destructive bolts. It's covered in the colors of the Tau Ceti Foreign Legion."
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icon_state = "blaster_rifle"
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item_state = "blaster_rifle"
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max_shots = 20
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origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 3)
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projectile_type = /obj/item/projectile/energy/blaster/heavy
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slot_flags = SLOT_BACK
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w_class = 4
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fire_delay = 25
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w_class = 4
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accuracy = -3
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scoped_accuracy = 4
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fire_delay_wielded = 10
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accuracy_wielded = 0
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action_button_name = "Wield rifle"
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/obj/item/weapon/gun/energy/blaster/rifle/update_icon()
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..()
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if(wielded)
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item_state = "blaster_rifle-wielded"
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else
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item_state = initial(item_state)
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update_held_icon()
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/obj/item/weapon/gun/energy/blaster/rifle/can_wield()
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return 1
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/obj/item/weapon/gun/energy/blaster/rifle/ui_action_click()
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if(src in usr)
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toggle_wield(usr)
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/obj/item/weapon/gun/energy/blaster/rifle/verb/scope()
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set category = "Object"
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set name = "Use Scope"
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set popup_menu = 1
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if(wielded)
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toggle_scope(2.0, usr)
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else
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usr << "<span class='warning'>You can't look through the scope without stabilizing the rifle!</span>"
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@@ -304,7 +304,7 @@
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w_class = 3
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accuracy = 1
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force = 10
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projectile_type = /obj/item/projectile/energy/blaster
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projectile_type = /obj/item/projectile/energy/blaster/incendiary
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max_shots = 6
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sel_mode = 1
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burst = 1
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@@ -1,6 +1,7 @@
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#define HOLD_CASINGS 0 //do not do anything after firing. Manual action, like pump shotguns, or guns that want to define custom behaviour
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#define EJECT_CASINGS 1 //drop spent casings on the ground after firing
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#define CYCLE_CASINGS 2 //experimental: cycle casings, like a revolver. Also works for multibarrelled guns
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#define DELETE_CASINGS 3 //deletes the casing, used in caseless ammunition guns or something
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/obj/item/weapon/gun/projectile
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name = "gun"
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@@ -95,6 +96,8 @@
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G.gunshot_residue = chambered.caliber
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switch(handle_casings)
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if(DELETE_CASINGS)
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qdel(chambered)
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if(EJECT_CASINGS) //eject casing onto ground.
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chambered.forceMove(get_turf(src))
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if(CYCLE_CASINGS) //cycle the casing back to the end.
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@@ -207,3 +207,53 @@
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user << "<span class='warning'>The bolt is open on \the [src]!</span>"
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return
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..()
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/obj/item/weapon/gun/projectile/gauss
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name = "gauss thumper"
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desc = "An outdated gauss weapon which sees sparing use in modern times. It's covered in the colors of the Tau Ceti Foreign Legion."
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w_class = 3
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slot_flags = 0
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magazine_type = /obj/item/ammo_magazine/gauss
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allowed_magazines = list(/obj/item/ammo_magazine/gauss)
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icon_state = "gauss_thumper"
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caliber = "gauss"
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accuracy = 1
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origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
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fire_sound = 'sound/weapons/railgun.ogg'
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load_method = MAGAZINE
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handle_casings = DELETE_CASINGS
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fire_delay = 25
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accuracy = -1
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fire_delay_wielded = 10
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accuracy_wielded = 2
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action_button_name = "Wield rifle"
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/obj/item/weapon/gun/projectile/gauss/update_icon()
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..()
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icon_state = (ammo_magazine)? "gauss_thumper" : "gauss_thumper-e"
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if(wielded)
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item_state = "gauss_thumper-wielded"
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else
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item_state = "gauss_thumper"
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update_held_icon()
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return
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/obj/item/weapon/gun/projectile/gauss/can_wield()
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return 1
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/obj/item/weapon/gun/projectile/gauss/ui_action_click()
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if(src in usr)
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toggle_wield(usr)
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/obj/item/weapon/gun/projectile/gauss/verb/wield_rifle()
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set name = "Wield rifle"
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set category = "Object"
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set src in usr
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toggle_wield(usr)
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usr.update_icon()
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@@ -395,7 +395,7 @@
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/obj/item/laser_components/modulator/blaster
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name = "blaster-bolt modulator"
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desc = "Modulates the beam into firing disparate energy bolts."
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projectile = /obj/item/projectile/energy/blaster
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projectile = /obj/item/projectile/energy/blaster/incendiary
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icon_state = "lensatic"
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/obj/item/laser_components/modulator/bfg
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@@ -316,4 +316,9 @@
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penetrating = 0
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damage = 10
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/obj/item/projectile/bullet/gauss
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name = "slug"
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icon_state = "heavygauss"
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damage = 30
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muzzle_type = /obj/effect/projectile/muzzle/gauss
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embed = 0
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@@ -210,23 +210,17 @@
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/obj/item/projectile/energy/blaster
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name = "blaster bolt"
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icon_state = "laser"
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icon_state = "heavybolt"
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damage = 30
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check_armour = "laser"
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damage = 15
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damage_type = BURN
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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embed = 0
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incinerate = 2
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muzzle_type = /obj/effect/projectile/muzzle/bolt
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/*/obj/item/projectile/energy/flamer
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name = "promethium"
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icon_state = "fire"
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check_armour = "energy"
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kill_count = 25
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damage = 10
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damage_type = BURN
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pass_flags = PASSTABLE
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step_delay = 2
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kill_count = 75
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embed = 0
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incinerate = 10*/
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/obj/item/projectile/energy/blaster/heavy
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damage = 35
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/obj/item/projectile/energy/blaster/incendiary
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icon_state = "laser"
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damage = 15
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incinerate = 2
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@@ -61,6 +61,10 @@
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name = "heavy ion pulse"
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pulse_range = 5
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/obj/item/projectile/ion/gauss
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name = "ion slug"
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icon_state = "heavygauss"
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/obj/item/projectile/bullet/gyro
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name ="explosive bolt"
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icon_state= "bolter"
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